by the DM, 2017-12-05. Revised 2024-09-25
Railroading is when the GM forces players down a specific path. No matter how hard they try, they can't get off that train. In its worst form, the GM blatantly gets in the way of everything they try to do.
Player: “I climb up the side of the tower.”
GM: “That doesn't work.”
Player: “Why not?”
GM: “It just doesn't. You have to use the door.”
Or only slightly more subtle:
Player: “I climb up the side of the tower.”
GM: “The wall is too slippery.”
Player: “I have pitons and a hammer. I make some handholds and climb up.”
GM: “The tower is made of adamantite, which your pitons can't piece.”
Player: “Ok. I magically enlarge myself, sling my belt around the tower, and shimmy up.”
GM: “A spinning razor blade comes out of a window and cuts your belt.”
Player: “Fine. I'll go through the door.”
Railroading makes the game less fun for players, because they feel like nothing they do matters; you're going to tell your story whether they're part of it or not. One solution is simply to stop. Let the players drive the story. This can be fun if you're a really good improvisor, but what if you're not? Or what if you just really want to tell your story?
The players pass a Mysterious Cave on the way to town, but they decide not to go in. While in town, they learn more about the cave and the amazing treasure that's said to be inside, if they can get past the dangers. They'd still rather not.
Above the entrance to the Mysterious Cave is a mostly faded insignia. After cleaning it off, the character realizes it's the ancient crest of her own family!
Rumor has it that bandits the players ran into two sessions ago are hiding out in the area. Could they be in the Mysterious Cave?
If you don't find the Secret Magic Scroll by the end of the day, the sun will set forever! A traveler thinks it might be in the Mysterious Cave, but is too cowardly to enter himself.
Forget about the cave. Let them go on a different adventure. Later on in your story, they enter the Haunted Castle! And due to an amazing coincidence that only you notice, the Haunted Castle has the exact same layout, dangers and treasures as the Mysterious Cave.
Another scenario: You really need the PCs to talk to the Mayor, so they can get a key piece of information, but they kill the Mayor instead and become outlaws. Soon, they find themselves allied with the Bandit King, who – wouldn't you know it – happens to have that key piece of information they needed.
This secret railroading is a great way to avoid wasting preparation. You spent a lot of time on that adventure; you don't want to throw it away. But be careful. Do this enough times, and your players will catch on.
Everyone's goal to have fun, including you. Your players will understand that you have limited time to prepare. If players weren't willing to be railroaded a little, published modules would never work.
“Look, I really don't have anything planned other than this cave. Could you just humor me this once, and I'll try to be more flexible in the future?”